After a long two weeks of voting I have tallied up the votes and it seems that we have a tie for first place! So without further ado, here are the listings of all the entries :

1st place:

Disillusion by TrueValhalla

Breaking The Facade by Ziggler1

3rd place

An Inconvenient Facade by RetardedLemon

4th place

Duality by TheSnidr & Zekka

Citified by Venomous

False by JonathanPzone & KodyT

7th place

Nothing Will Ever Hurt You by DxSmiley

8th place

Boximus by Harrk

Dawn Of Nightmares by mads2194

10th place:

Falling For Milk by 11clock

11th place:

Water, Water, Water by orange08

Fix It by ThatSnail

You Monster by Klassic

RedHood Revelation by _250500

15th place:

Subterranea by Viloen

16th place:

SpyBot by TheM

Mario Norris Kart by Yal

18th place:

Save Us by Khornel

Mystery Men by RedOctober

20th place:

Shadow Runner - Behind the Facade by Fireball16 & Zesterer

Moonlight Sonata by Docopoper

22nd place:

The Fountainface by masterofhisowndomain

Feet Of Clay by Blake

Kaities Flight To The Netherlands by Zeddidragon

25th place

Julius Dragonslayer by wakeskater_x, IceMetalPunk & TheUltimate

Fake Date by ShinyJiggly

Cellz (The Viruses' Facade) by Hgameguy

28th place

Hallucinogun by NAL

29th place

Gaming 404 by makerofthegames & Speedchuck

Money Running Out by free_napalm

Bots by Ivaxlar

Bubble by Rusty

ICTOAT by snailman

Defend! by ariugh

Dungeon Deceiver by Keevor

FayKade by HayManMarc

BakLush by Desttinghim

Squirrel Launch by Follomania

Facade by SkullSoft

Fac-Ace by Joh

What You See by TrickPixel Games

Twisted Mission by Earthwalker

Agency by Sondar

Masked Awesomness by faissialoo

Bair by NicroGames

City Mania by ahmed#elyamani

Seeds And Weapons by RekNepz

Clown Fish Coffee by DarkClower & Tribbe

Masks of Duhkovu by True_Predator

SHAP3 SH1FT3R 2600 by Bobmoo

I Love My Wife by blopit

PolyWorld by DarKblaDe

Wanted - Dog Not Alive by jakobs98

RGB by snailman

Eulophoria by mrScience00

BallX by ImperialGames

Eeveelution by alex1101

Daface by exar3000

Modern Hero by BruceCollins

Shoot The Pigeon by Rusty

Don't Judge A Building By It's Facade by Irfanfox

Defender Of Rospuda's Valley by Nirvan

Fake Guide by The_Puzzle

Molten Lead by CaptainApril

Congratulations to the winners and I'll be in touch in the next day or so to discuss your prizes and to present you with your banners for winning this 5th Jam. And to those of you who didn't make it into the top 5 or so, better luck next time and I hope that you aren't disheartened, but rather encouraged to try harder and do better in the next one!!!!

Spoiler

Well, after a fantastic and exciting weekend, the Jam has finished and the games should all have been posted in this topic... So lets start the voting!!!! How? Well, it's simple really... just copy and paste the following :

into your post and add the names of the games you wish to win, together with the author (name of the person that posted the game). You may vote for as many (or as few) games as you wish in order of preference, with 1 being the winner and all subsequent games being runners up, but please vote for at least three! Apart from the voting you are encouraged to post a mini-review of the winning game (and any others) explaining what you liked/disliked and why you think it deserves to win... Remember, this is a Community Jam and so feedback from the community is all important! We want to know what you think! Apart from that there are a few more rules to stick to...

Voting will last 10 days from Tuesday 1st February to Monday 13th February 23:59GMT;

Please post your votes FIRST, before any other text.

Only ONE post per person. Any further coversation can be held in the Jam topic or in the topic of the game itself (if it has one), and any posts breaking this rule will be removed.

Your top three games MUST BE ACCOMPANIED BY A SHORT REVIEW and posts with no reviews of at least the top three games will be considered <void> at the time of counting.

If you are reviewing the games over the course of the 10 day voting period, use the <EDIT> button to add to your post, rather than post twice.

Constructive criticism is fine, but comments like "This game sucks" will not be tolerated... so think before commenting!

Please vote for at least YOUR TOP THREE GAMES, although you can vote for as many as you like (and every vote DOES count!)

Please also vote for "Best Use of Theme", "Best Presentation" and "Best DevBlog"

It should be noted that in the previous Jam there were certain suspicions of cheating going on... Now, I want to hear NO talk of this in the Jam topics please. If anyone has any doubts about a post or a vote, then please REPORT the post or PM me with your thoughts and action will be taken.

So that's it I think... Take your time to play as many games as possible, and we shall see you all here again in ten days time to see who has the honour of being the Jam winner this time around!

Good luck to everybody and thank you all so much for participating!!!!

Nocturne

Previous Post

Spoiler

This is the official GMC Jam#5 Games Topic. Here you MUST POST YOUR GAMES to be considered for the final voting and to recieve any prizes. There are some strict rules for posting in this topic and anyone who does not follow them will have their posts removed :

Each entry has ONE post only. It must be used to show developement of your game (while the Jam is on, you may EDIT your post to update people on your progress), or the actual finished game itself. Posts that "reserve" a spot or offer no content will be deleted.

A link to your game MUST be posted here before the end of the Jam to qualify for votes in the final stage. An actual topic in the Games Forum is not necessary, but bare in mind that this topic is only for games and, after the Jam, voting - so if you want feedback, criticism or comments on your game it is recommended that you create a WIP topic and link to that too.

This topic is ONLY for showcasing the games and their progress, not for discussion or any other type of post. If you wish to comment on a game, do it in the actual games topic (or in the GMC Jam side topic), but not here! All posts that break this rule will be deleted during the Jam. When voting begins, comments can then be made within the context of the vote.

When adding new progress blogs/screenshots to your post (via the <EDIT> button) please use the SPOILER tags to hide previous content. In this way we can keep the topic tidy and organised and people can see the progression of your game from start to finish.

If you drop out of the Jam, PLEASE delete everything from your post so that your game is not included in the final voting and then <Report> the post so it can be removed.

A zip file will be created within a few hours of the Jam finishing to facilitate the playing of all entries, and a linked list will also be added to this topic containing all the entries too. It is recommended that you use the "f1" help file function of GM to hold important information about your game as some people will NOT have read your posted topic and so have no idea what controls your game has, nor how it is to be played etc etc etc... Not including this information will have a negative impact on your game so I recommend strongly that you take a few minutes to do it.

And that's about it. I encourage each of you that is working on a game to create videos, take screenshots and generally create a developers blog in your post. Each new entry can be edited into the post while old entries can be hiddin using SPOILER tags and If you wish to discuss anything Jam related, remember that we still have the Official Jam Topic, which I check regularly and there you can ask questions, make suggestions or discuss entries.

Good luck to all who participate and I am really looking forward to see what the combined creative talent of the GM Community can come up with for this jam!

Nocturne

[color="#FF0000"]IMPORTANT NOTICE

As this topic is where the voting will be done too, all games that are in the Jam MUST BE POSTED HERE WITH A WORKING DOWNLOAD! If a post contains no download link when the voting starts, then I will be forced to remove the post and the game will be DISQUALIFIED.

PS: Due to Nirvan originally posting a bad link, and then my overlooking of a PM by him, his game "Defender of Rospudins Valley" didn't make it into the zip. It can be downloaded here : http://globalgamejam...rospudas-valley

STATUS: Done. http://www.box.com/s...no8yo0t4jt8g648Controls: F1, Z, X, Arrow keys or WASD, Enter, Spacebar, you need the mouse at a point. F1 explains it a bit better, but you need these at different parts.Here's the topic.

I won't give anything away on the plot, but the devblog has hints.

Devblog:

Spoiler

0 minutes into Jam: All I got so far.

Seven minutes into the Jam, speedchuck is creating music. I haven't done anything but make the picture below.

35 minutes into the Jam, I decide to start. Speedchuck is still not done creating the music.

42 minutes into the Jam and I'm not done with what I was doing but Speedchuck made a music for me to use/edit/whatever.

An hour and eleven minutes into the Jam, it's going pretty good. I haven't gotten too much done. My house is very loud.

4 hours 17 minutes into Jam, progress going well, it is playable at the moment, I would upload a demo, but I'm not going to.

7 hours 1 minute into the Jam, I've basically stopped working at this point for the night I guess? I dunno. Me and Speedchuck had an argument and also he went to sleep.

19 hours 22 minutes into Jam, I woke up not too long ago but the laptop I was using is somewhere else today. I don't mean to say it's stolen, I mean to say I don't own it, and I can't use it for most of today. I'll have to redownload GM8 lite which I was using, and I'm glad I did all my work inside my Dropbox folder.

22 hours 51 minutes into Jam, I'm basically worthless without a lite copy of GM 8.0, couldn't really find a download anywhere. Although, Speedchuck is still working on his portion. I was basically done with my portion anyway.

24 hours 16 minutes into the Jam, I decide to play some 3DS.

25 hours 49 minutes into the Jam, I have the laptop back. Whoopie!

26 hours 4 minutes into the Jam. The laptop is acting a bit differently than I remember, it's probably nothing.

26 hours 42 minutes into the Jam. The game seems different, my portion not speedchuck's obviously.

27 hours 18 minutes into the Jam, speedchuck is acting a bit off. And when I say a bit off, I mean other than his regular personality.

28 hours 29 minutes into the Jam, I haven't done anything in awhile, I'm trying to see to the fullest extent of what has been changed on the laptop.

28 hours 59 minutes into the Jam, I've gotten pretty tired as I woke up pretty early, and I'm kinda weirded out by speedchuck, the game, and the laptop, so I'm getting some sleep. Planning to work more tomorrow.

30 hours 0 minutes into the Jam, I woke up to a nightmare, all of my skin melted off my bones. And I could tell Speedchuck was walking up behind me. I would tell him about it, but he's asleep.

30 hours 38 minutes into the Jam, I'm basically staring at my screen. I don't believe what I see. My only break is writing these logs.

31 hours 27 minutes into the Jam. I forgot what I was supposed to be doing. I haven't moved from this spot yet.

32 hours 13 minutes into the Jam.

40 hours 33 minutes into the Jam. I'm not sure how, but I seem to have fallen asleep before writing my previous log entry.

42 hours 56 minutes into the Jam. I've gained contact with Speedchuck, on account of him having woken up. However, I still don't kn

43 hours 12 minutes into the Jam. Hehehehehe

44 hours 0 minutes into the Jam. It was all because of you.

44 hours 9 minutes into the Jam. What was even the point?

44 hours 49 minutes into the Jam. Why me?

45 hours 0 minutes into the Jam. I didn't need all of this excitement.

45 hours 25 minutes into the Jam. But you didn't care. That's why I had to do this.

45 hours 54 minutes into the Jam. You deserved it.

46 hours 20 minutes into the Jam. Ha Ha Ha Ha. You'll never defeat m

46 hours 25 minutes into the Jam. Um, it's me now. I don't want to talk about what happened. I'll upload what we have left of this game in a minute, but first I'm going to rearrange all these logs for easier reading.

Began developing a basic engine, and experimented with different visuals. Decided to stick to very simple shapes instead of using complex tiles for all the terrain. Defined game resolution and room dimensions, added a soft gradient background, and basic terrain and depth layers. Added some basic movement (working on the platforming mechanics next), and parallax backgrounds. It took quite a while to get the background how I wanted.

Still haven't decided on what the character will look like, or a name for the game:

Spent 2.5 hours coding a basic platformer engine. It's been over two years since I last worked on a side scrolling game, and while I encountered all the same typical problems, the end result is much neater, more flexible and more refined than it ever would have been then. It's not perfect of course but it serves it's purpose and gives me some functionality to work with.

Entry 03

Added some effects, including a sun/moon which slowly moves across the sky as you complete the room, a 'misty' sort of overlay effect, and some weird particles at the top of the screen. I also added a player graphic, which I stole from one of my other work-in-progress games and recolored. I also attempted to give it some animations (running, jabbing, slashing)...they are quite bad but it's the best I can do, and I think they are necessary. Oh well, good practice!

I also finalized the base platform engine and added some ground tiles for a bit of variation.

Still unnamed. Waiting to begin implementing the theme before I decide exactly what to call it.

Time to relax and sleep, then tomorrow I'll be up at 6am to work on the core game mechanics, AI, and menu.

Awake now, after over sleeping about 4 hours...Added an animation system to incorporate all the animations I've attempted. In motion they don't actually seem as bad as I expected. The player now has a standing, running, jumping and falling animation implemented, plus he now faces the direction he's going. Still yet to implement the 2 attack animations I've made. Combat and AI comes next, I think.

Also decided on a name: "Disillusionment". I just hope I have time to incorporate the theme as I plan, so the name has a meaning.

Entry 05

Implemented the animation system for creatures now, and added some parenting. Defined some base stats, added a hp bar which is drawn if the creature has been damaged, added combat collision detection. Added a "death" state with sprites to match, and blood too.

Fully implemented "death state", then added the creature AI definition structure, and completed 3 basic actions: randomized movement, turning around at walls, and not walking off edging. I still have some more functionality in mind yet.

Removed all reliance on static creature size, so a creature can now be any size. Improved collision masks so falling down holes works better now.

Next, I will finalize the AI and add creature combat.

Entry 07

Added WASD movement controls and finalized the platforming engine. Improved AI random movement, added AI retreating, distance restrictions, line of sight, chasing, creature attacking and more. The AI is pretty complex for a game made in this time frame, I hope that shows through in the final product. Also improved the efficiency of a lot of the effects.

I feel like I'm a bit behind where I wanted to be by the end of today, but the core mechanics of the game are now finished - that is: movement, combat, AI. The combat still needs some depth but I'll work on that tomorrow along with the remaining minor systems I have in mind.

The actual game content and story will be done in the last 12 hours, most likely.

Entry 08

Added day/night and rain, changed the fog lighting a lot, added a simple menu, and a logo/icon. I woke up 2 hours ago, will be up for the next 22 straight to finish this game off - I still have a lot to do!

Have been working more on the game content, and the systems required to tie it together. Added a basic dialogue system, waypoints, respawning, lever toggles to interact with the gates, and a bunch more. I also added room transitions which is pretty important, and began working on the next room (a forest region) since the dungeon is now done.

00:50I cheated and began a few minutes early making a first person camera controlled by the mouse!01:00Downloaded P3DC.dll, need a proper physics engine for my idea…01:06Hm... I should probably have downloaded the dll earlier and learned how it works. How stupid of me. I also need to find a way to make the idea fit the theme, gimme a second01:13It's almost 15 minutes since the jam began. Why is my pulse so high?01:25Nah, screw P3DC.dll. I'll make my own physics01:36The game will be a first person puzzle game in 3D. And then I mean the gameplay also will be 3D01:42This'll probably be a mix between Metroid Prime and Portal. Though the main gameplay element won't be portals, it'll be based on physics and weird phenomena kinda similar to the portals01:56Okay, basic player movement done. Now to the physics - for simplicity the only obstacles will be cubical. I need to make the player avoid cubes. Luckily I've done something similar to that before, so it'll hopefully be done quickly02:14Basic player physics done. I'm thinking about creating a level editor for the game02:25It's getting late here... Better work faster then! The level editor will probably take some time to make, but once it's finished it'll make game development much easier. Got the basics lined out03:21Level editor is starting to look like something. Gonna work out some kinks in the player movement engine09:52Slept for 5 hours, way too long! Before I went to bed I prepared everything for making the main gameplay element in the game, hopefully it will be painfree to implement... Come to think of it, I still haven't explained what it is. Oh well, you can wait until it works10:42Got some proper breakfast before going back to code land... This project is starting to become rather advanced11:60Fixed some lighting for my rooms17:28Been working all day, sorry for the lack of updates - though I place the blame on the GMC downtime, which lasted for a long time.Lots of new stuff, I can't remember them all:LightingBlack outlinesPossibility to go from one room to anotherSeamless loading, you can always go back to the previous roomSpringsSpikesGravity direction changersDiamonds to collectThis'll be good!18:20 -Made myself some dinner, just remembered I hadn't eated for 8 hours.... Time flies when we're having fun.19:50Been polishing the engine some, almost ready to start designing levels21:08Player movement is perfected, worked out some more kinks and polished the system overall. Also added carryable cubes! These can be placed on buttons to keep them down21:29OH SWEET, just managed to pull of cube-against-cube collisions! Now I can put cubes on top of other cubes in 3D ^^ Another gameplay element!22:29Hm... Problems with collision between player and cubes again. Finding the problem in as advanced code as this takes a lot of time23:02Fixed the weird collisions with a simple patch - if the player ends up inside a block, he dies. This will only happen if a block falls on top of him or he crashes into one at high speed, so it's only logical he should die.

Day two, 29/01/12

Spoiler

01:17Added a button, retractable spikes and some scenery for the looks. Also made the very first actually challenging level! This will be a rather hard puzzle game, if I manage to do it right03:58Lots of minor bugfixes...Zekka's been working on the soundtrack: a dark, creepy ambient background music. He's also making sound effects <313:22Holy crap I overslept today! Got a lot to do and so little time Luckily I think I'm done with the gameplay elements and can start focusing only on designing levels15:55Been working on some kind of story, a reason of the game. I'm not sure yet, but as of now the player is walking inside the prison-like mind of a mentally disturbed/depressed person. Each level is a new thought. The person is trying to hide the fact that he's different by putting on a facade of happiness (I had to implement the theme, didn't I? ^^)21:42Level creation is going smoothly. I currently have a game that takes 5 minutes to complete if you know exactly what you're supposed to do, which probably translates to 7-8 minutes for other people. I still need to create more levels though. There are currently 9 levels of varying difficulty

Day three, 30/01/1207:01Ugh, only ate two boxes of tuna yesterday... These jams are gonna kill me, lol, next time I'll forget to eat completely and starve to death08:10At school, nice to get some time away from the screen. I need to learn how the citric acid cycle works today. I'll skim through the book so I can get home to game maker as quickly as possible ^^12:57There are now a total of 11 levels of varying difficulty. I've spent the last few hours polishing the levels and checking that there are no unplanned shortcuts. When you play the game, remember each level (and especially the later levels) has been designed with love <3I am ready to finish my project. I'll tinker a little with the level editor to see if I can manage to make another good level, but for now I say my game is finished. Phew, these have been some hard days with a lot of time spent in front of the computer... Good to be finished, can't wait for people to try it.19:03Been fixing some minor bugs, and improved pickup up cubes. They're no longer dropped as easily. I probably won't make many more levels

10:14a PST - Totally should have set an alarm 1:28p PST - Posted a demo4:41p PST - Items, stats, and bots all done. Working now on quest system.8:53p PST - .. and done. sorta. Well, more like I made an ending and that'll have to be good enough lol.

~ Dev Log - Day 2 ~

Spoiler

10:42a PST - Fixed a really annoying menu focus bug and now adding some content.1:08p PST - Added cooldowns and refactored a tiny bit.6:44p PST - Laid down a lot of behind-the-scenes code.. always frustrating when progress isn't visual7:27p PST - Starting to wonder what I was thinking with "should be okay with the time since it'll be menu-based." 9:41p PST - Crafting and inventory are finally complete, now to start on the bots2:52p PST - Bots are almost finished.. but sleep calls!

~ Dev Log - Day 1 ~

Spoiler

4:10p PST - Let the games begin.7:37p PST - Finally have the menu and button system working, now to add menu types.8:40p PST - Starting to wonder if this was such a good idea.10:46p PST - Adding the quest system and soon items.12:01a PST - Styled menus a bit and working on main game buttons now.1:51a PST - Finally starting to look like something.. but now, it's time for sleep!

-Entry 11- Developer: Zesterer Time: 22:35 (GMT) Fireball still doesn't feel up to doing this, so it's me making the devblog entry. How's that for a change? Anyway - progress is good, and we are making a number of changes. Adding the highscores was a good idea, so now I'm adding a proper highscore table. Fireball is working on making the level MASSIVE with many different worlds incooperated into one. We are making the help button more prominent, and maybe adding enemies tommorrow. Problem - tommorrow is Monday, and I don't get much free time on Monday's. :S Oh well. I shall have to work around it!

-Entry 10- Developer: Zesterer Time: 19:06 (GMT) Hey guys! Not much is going on at the moment, but we have plans for stuff to implement. I am taking a long time to implement the amazing storyboard created by the genius SMP. I'm trying to make it as polished as possible, so it is taking time, but I'm getting there. Fireball has recently 'ordered' me to not talk over skype! Apparently he's going AFK to build the highscore table, and wants some peace and quiet. Typical. Anyway, I need more ideas. Ideas people, ideas! Any suggestions, tell me! I see 238 of you guys have visited this topic, but only a handful of you have bothered to post, or even play the game! Come on, we need this support we haven't got much of in the last few hours!

-Entry 9- Developer: Zesterer Time: 13:53 (GMT) Ok, my development skills have completely lost momentum. I really want to build a simple platformer game, but oh well. I need ideas, people. Currently browsing through other people's blogs, posts and games. I am pretty bored. I'll probably pick up the pace when Fireball comes back online, but for now I feel like taking a break for about an hour. Any ideas? Feel free to... oh god I'm tired of saying that. :D

-Entry 8- Developer: Zesterer Time: 13:20 (GMT) It's just me working now. Fireball has gone off to do some stuff. I have been busy beavering away, and I really need a break. We are well on the way to implementing online highscores, and I have much improved the points and 'level complete' system! Don't forget to vote for us in the GMC jam - we will be counting on your votes, reviews, and comments to spur us on in development!

-Entry 7- Developer: Zesterer Time: 11:16 (GMT) Yeah, yeah Fireball. We've still got alot of work to do. Anyway - progress is swift, and we are starting to get some good reviews. I'm digging up some sound effects from my harddrive, and Fireball has just requested music on a composers topic (I hope he comes online). We are thinking of adding enemies, and more faced-paced gameplay, but we have asked alot from PWL recently, and more spritres and graphics are pretty demanding to make. Bug fixes, more testing, and graphical improvements await us!

-Entry 6- Developer: Eamon Time: 21:42PM (GMT)

The game is progressing quicker than I would have thought possible (Even if Zesterer says other wise!) The latest things to be added are the first proper level, an amazing looking death animation and lots more scenic objects to add variety to the levels. Anyway, more updates and hopefully some screenshots soon.

-Entry 5- Developer: Zesterer Time: 20:30 (GMT) I have just added a load of new content! A new level, and the menu system is looking better than ever. There is now also a help file included, accessed with 'F1'. I still need more ideas for enemies and plots, so if anyone has any suggestions, keep me informed! We are thinking of adding 'worlds' but I don't think we have enough time. Oh well. Time to just get on with it, I suppose!

-Entry 4- Developer: Eamon Time: 17:15 (GMT) All seems to be going well, updated the graphics with Zesterers help and the game is looking good! Thinking of adding a day/night engine but I'm not sure if this would add or take away from the game. There will be more screens and information later on!

-Entry 3- Developer: Zesterer Time: 07:15 (GMT) Oh god, I overslept! Time to log on very hastily and get working on the project. I'll need to make a WIP topic soon. I have had a few ideas... And I believe I have enough now to give the game a proper plot. At least I hope so... ;D. Added a new forward flip feature! I'm working on rolling now, and perfecting it...

-Entry 2- Developer: Zesterer Time: 01:23 (GMT) Meh. I cant be asked to go to sleep. :D At 01:04 I started on some concept art and backgrounds. I am so glad we requested animated character sprites before hand - everyone is busy with the jam now, so the chances of getting them is next to nothing. Silhouettes is gonna be the main idea of our game... It should look good with a really contrasting background, and it means we do less work with colours! I never was good at any pixelart bigger than 64x64, through. Oh well. Progress is less than perfect, but at least I can call it progress!

-Entry 1- Developer: Zesterer Time: 00:25 (GMT) Ok. It's twenty five part midnight, and the themes just been announced. Facade. My first impression - that's a terrible theme. But I have been researching, and it's actually quite clever. I guess I was proved wrong. I have a rough plot formulating. I'm writing that down now. Just hope it works out... I have a few other ideas too, but they won't form in my head. They just keep whizzing around my head like uncoordinated satellites. Time to take a 4-5 hour catnap and grab some proper sleep while I can...

[spoilers]4:00 PM January 28 EST, The game now has 2 different endings. I plan to have 4 total. I have also added a sun with spinning rays in the background.[/spoiler]

Spoiler

9:35 PM January 27 EST, I've added a climbing function, a text system, and a room changing system.This is the player climbing:

Spoiler

8:00 PM January 27 Water, water, waterChanged the basic idea. You're a guy with a broken arm in the desert. :3

Spoiler

7:30 PM January 27 EST, 30 minutes into the jam and I've got a trashy tileset, player movement system + standing and walking sprites and a black outline around the screen.Still working on the concept, it will involve something that the player is searching for.

Devlog 7: 1/30 4:19 PM The end draws near. Well we have 3 completed levels, and plenty of stuff for you to discover, but no boss sadly for the Jam. Everything we have has been created during this time period, 100% brand new sprites, sounds, music, backgrounds, etc. We really have done a lot of work making this game beautiful. There are tons of words to collect, 4 different enemies, tons of secrets to find and soothing music to go along. We hope you enjoy our work of art, our "Masterpiece": Julius Dragonslayer.

The Sandbox Link is updated with our final entry! It's in a zip file, i'm testing it now to make sure it works

New Splash Screen Video! And New Screenshots!http://www.youtube.com/watch?v=DiXYNMlM3EY&context=C37b94edADOEgsToPDskIDSx3V-u7GdxMN1b1odsHu

Screenshots: NEW!

Spoiler

Older Devlogs:

Spoiler

Devlog 1: Began Brainstorming Process with teammates IMP and TheUlt: Our team name is The IMProved Ultimate Wakeskater Studio. Formed a Chat Channel and began discussing possible scenarios.

Devlog 2: Temporary name for our game: Jamlet

Devlog 3: 1/28 8:00 AM: Blog Entry 1: http://spaceblasterx.blogspot.com/ We got some engines going last night and will begin to finish them today and piece together parts of the game. TheUlt will be managing graphics and IMP and I are each working on different engine coding.

Devlog 4: 1/28 12:40PM: Finished up the attack systems for our game, which will be a different title... dunno what yet ;D. There are enemies, attacks, a GUI, and all the basic necessities. IMP has almost finished our magic notebook engine hint hint

Devlog 5: 1/29 12:22AM Pretty much finished with all the engines, waiting on a few sprites to put into the game for the character then will update blog and here with screenshots. SO much coding today, but we are moving along smoothly. Level 1 is mapped out and we'll be working on the introduction soon. It's been a long day but satisfying and we've gotten much done. Look for a new blog post tonight before i pass out from exhaustion.

Devlog 6: 1/29 9:29 PM SUCH a busy day! We have so much more done to the game, a demo will be posted soon in the WIP forums, new enemy, new graphics, new backgrounds and music and sound effects OH MY! We really have outdone ourselves! And it's not over yet! We have story lines to come, more enemies and more words you can collect! We will provide you an exciting game by the time the Jam time finishes. It's really incredible how much you can get done with 3 people on the project, especially with an artist as great as TheUltimate and a coder as knowledgeable as IceMetalPunk. They've been great partners to work with so far, and I'm looking to see just how much we can get done of this game before the time. This has been a very exciting Jam so far! And I have consumed far too many energy drinks today.

I have every idea of what I'm doing and what I want to show off here. I'm setting my goals and basic game plan on a nice little word document that is likely to be ignored throughout the Jam. I'll try to update my GMC DevBlog every hour or so, waste as much time blogging as possible whilst trying to mentally survive another 72 hours of shooting myself in the foot. Best of luck to all the Jammers out there!

On another note, don't expect too much of this to make sense. After 7 years of working with myself I can tell you I'm a chaotic pain in the rectum area when it comes to organization. Hopefully you'll be less confused reading it than I was writing it.

28.01.2012 - 01:00AM

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After Googling "facade" and seeing how I could mix that into my own ideas, I've came up with a design. Not a good design, but a design. I can now open Game Maker, MS Paint and all other required programs in order to get to work. For the next 71 hours, I have no girlfriend, I have no family, I have no friends, I have no dog, I have no body, I have only... Game Maker... and Pringles...

28.01.2012 - 02:00AM

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I admit, I lied. I haven't opened Game Maker, just MS Paint. My attempts to make a main character ended in my own confusion, resulting in a bubble with a smiley face attached. Yes, I'm just impressed myself with my own creative mind. A bubble... with a smiley face on top... a bubble... with... a smiley face...

In other news, now that I have some graphics done I can open Game Maker (for real this time). Let's see where this momentum goes...

28.01.2012 - 03:00AM

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Relentless... ruthlessly effeicent... too tired to spell long words... or to use the computer's built in spell-check... we present... Rusty.

Far too impressed with my own sleep depraved work for it to be healthy or natural, I've resorted to just adding random objects to my room and coding them to do random things until it does something effective. Trying to figure out how they'd make sense in the situation is hard and usually results in me rushing some half-assed sprite in order to make it kinda fit...

Luckily, I have my system in place and I know how and when to use it, for now it'll just be my secret weapon. Unfortunately, I'm going to have to look over all this again when I'm actually awake, I'm just hoping I haven't dreamt all this progress... Note for Jam #6, buy Lucazade tablets you smart ass.

28.01.2012 - 04:00AM

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Okay, so it's not exactly 4AM yet, I lied, but it's the last entry I'm going to make before crumbling before my weakness... I need to sleep.

Yes, I have fallen to my pillow, smited once more by that foul, yet extra-comfy, demon of the night. I'll wake up tomorrow and probably find something to rant about... so to future me, shut the hell up, thinking your smarter than me... I dare you to do better! You're such an ass...

Anyway, sleeping now, you can count the next few hour marks as "sleeping" until I awaken and remember the Jam is still going. Goodnight all.

28.01.2012 - 05:00AM

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I slept.

28.01.2012 - 06:00AM

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I slept.

28.01.2012 - 07:00AM

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I slept.

28.01.2012 - 08:00AM

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I slept.

28.01.2012 - 09:00AM

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I slept.

28.01.2012 - 10:00AM

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I slept.

28.01.2012 - 11:00AM

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I slept. Interesting stuff.

28.01.2012 - 12:00PM

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Around this time I fell off the bed.

28.01.2012 - 01:00PM

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I woke up, panicked by the wood flooring, thinking I had been buried alive in a box. Idiot. Then tried to access the GMC which was unsuccessful, dazed and panicked I came to the assumption that I had slept for several days, the Jam had ended, ACTA had been passed and the Internet was dead.

28.01.2012 - 02:00PM

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I started frantically Googling "does the Internet still exist?" and "Has ACTA killed the Internet?" when Google failed to tell me if the Internet still existed, I turned to Bing, Yahoo Answers and for reasons unknown, YouTube. It was around half an hour before I realised how stupid I am. Clearly Wikipedia would have an answer... I'm such a moron.

28.01.2012 - 11:00PM

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I've finished most the menus and the Arcade mode, decided to leave the story mode until after the Jam but to leave the menu there for development purposes. I'm starting on the Options screens now, which is going to be pure hell on Earth. Deciding that Rain's customization was not enough, I've decided to do 30 different options for the control customizations which will take up a few hundred lines of code. Luckily, I have copy and paste on my side!

29.01.2012 - 12:00AM

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A few hundred lines of code he said, it'll be fine he said, it'll be good for the game he said. 1530 lines of pointless hardcoded customization that will probably end up a thankless task. So glad I wasted my time with that. Past me, you're an ass!

Why did I do that to myself? Is it because I thought it was going to be good for the game? No. Is it because I love what I do? No. Is it because I enjoy coding pointless mundane lines of GML? No. It's because I hate myself, that's the only reason people take on such pointless, mind numbing tasks. Now I'm going to test it and it's not going to work... just watch... just... watch...

29.01.2012 - 01:00AM

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Brain... fried...

29.01.2012 - 02:00AM

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The Pringles are gone, I don't know if I ate them or they ran away from my crazy, either way, they're gone, and I'm alone.

Had a brilliant idea of editing my DevBlog and including it in the game as an unlockable. I'll title it, "Ramblings of a Crazy Guy who insists on mind-****ing himself with GML". I seriously don't know what's wrong with me sometimes, my coding doesn't make sense, as soon as I press that green tick in the corner it seems to turn to arabic or chinese lettering to me.

29.01.2012 - 03:00AM

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Still scraping together my rushed customizeable controls coding and menus. So far it looks good in code but I've still yet to test it itself. I've also added a few more features to the gameplay and sorted out a suitable title image.

I'll stop there... I need to check in to an asylum... get me one of them fancy white jackets.

Good news, I got some nice background animations done and coded in, they look nice. Much better than the static background I had before.

29.01.2012 - 04:00AM

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I've scrapped it. Not the game, I couldn't do that to my fan... the customization system. Yes, over 1,500 lines long and I just deleted it all. Life just isn't worth living anymore...

Good news, I replaced it with a simple "WASD or Arrows" system which is a lot less complicated and time consuming. This way, I might get a little be more than just the control customization done before the Jam ends. It's all looking very good so far!

Also, I've finally gotten round to adding a pause feature to the only running game part. I need to turn my attention to the help file then the multiplayer next. Hopefully I'll have time to put together a story mode level so you guys can have a little fun with that.

I don't know if I mentioned it in my last post but I've finally gotten round to naming it. I'm calling it "Bubble" after the main character, who is a bubble. I'm so inventive.

29.01.2012 - 05:00AM

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I hear thunder but there's no rain! Well... that's a lie... there is plenty of rain. Yes, I am now mixing my game up a bit lot. Welcome in the Thunder people! Pretty much the Bubble Armageddon!

Yes, yes, I know I was meant to be working on the hotseat two player but I just honestly have no idea about how to go about it this time. Co-op? Versus? Separate Games? Meh... It'll come to me. Until then I'll be perfecting my thunder, for I am Thor, mighty God of Game Maker animated thunder and shall strike you down so long as you exist in my game world. You have been warned!

29.01.2012 - 06:00AM

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Fell asleep on keyboard... hell yeah.

29.01.2012 - 12:00PM

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It half works! My Hailstorm code is working fine but my Thunder code keeps crashing after doing nothing. A few tweaks and I'll have it working soon enough, then I'll have to find something else to play with...

29.01.2012 - 01:00PM

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It's alive! It's alive! Mwhahahahahaha!

Yes I got my Thunder to work, now I just need some sound effects for the player warning, maybe something like a mid-sky earthquake would add a nice effect too hmm?

Anyway, I'm going of course again and working on a nice little bonus feature I just thought of! Its the little things that count the most hey?

29.01.2012 - 02:00PM

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Spent an entire hour doing one sound effect and I don't even like it. Better get started on some background music come to think of it.

Been checking out the other Jam entries, better get my game on if I'm looking to keep pace. I'm starting to feel like the fat guy at the marathon.

29.01.2012 - 03:00PM

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I'll admit, I just wasted an hour watching Blackhawk down clips on YouTube. Not really helping my cause here...

CONFUSIONWHAT!? What is this wizardry? I already have a DevBlog post for now? Posted an hour ago? How is this possible? I appear to have created time travel with GML! I am a genius! I am the master of time and space! Or just some idiot who can't tell the time on a digital clock... GENIUS I TELL YOU!

29.01.2012 - 04:00PM

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Don't know if I gained or lost on hour with my time travelling exploits earlier but either way I'm beginning to question my game concept. I wonder how many people will actually guess what it's relation to the theme is? Hardly anybody understood Rain and that was pretty in your face compared. Ah well, they say that all great artists are misunderstood hey? I'll just pretend to be one of them till this blows over.

In other news I have a theme tune done! I might add a version with lyrics later with the option to switch between the two but I don't have time to do that in the Jam.

29.01.2012 - 05:00PM

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Started on the hotseat multiplayer, decided to go versus instead of Co-Op. I don't want to give away too much but it's going to be something a little new to my own multiplayer standards.

29.01.2012 - 08:00PM

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I've spent three hours on this? Three hours without noticing? That's hardcode! (See what I did there? Huh? Huh? Damn I'm good!... ) Anyway, hopefully this will be better than my word-plays. I can't even call it a joke, not even a bad one.

Recent DevBlog Post:I'm releasing the Jam version of Bubble now, I might work on something smaller for the Jam in a bit but it's doubtful. Anyway, have fun with it, I'll be opening a new game topic for it soon. Please feel free to leave comments, bug reports or random Bubble based banter on it.

You Monster is a game about pretending to be suave during the day and being a monster at night. We highly recommend you read the tutorial before playing, because it requires some instruction. You can find the tutorial in-game. Enjoy!

4:34 PM - Like the idea, stuck on coming up with an original idea. Some concepts of pretending to be friendly while actually being a total jerk.4:45 PM - Got a concrete idea in the works, sounds complicated but I think it can be done. We'll probably have to dial it back at some point.5:28 PM - Loving the concept, not loving the amount of work and theory it will take to bring it to life. It's going to take some time, that's for sure.5:53 PM - Finished naming the nations involved in our game, now to finish the mechanics design.6:51 PM - Finished eating dinner, wrote up a quick design document and now back to work!7:04 PM - TOO MANY MOVING PARTS I'M LOSING MY MIND7:07 PM - Opened GM for the first time since the Jam started.7:36 PM - Beginning of the HUD (Spoiler'd for image size)

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8:08 PM - Set up relationships between each nation, a lot of variables being created...8:28 PM - No idea what to work on next, will twiddle thumbs until inspiration strikes.8:50 PM - Dialing back the concept, too complex for 72 hours (67 now D:)9:25 PM - Pausing development while I wait for the rest of the team to become available.10:56 PM - Got some design issues cleared up, put together the basics for the conversation system.11:00 PM - Done for the night, need to get some sleep and come back to this with a fresh mind.11:09 PM - Disregard that, ditching this concept altogether. I still like the idea, but I can't do this in a weekend. BACK TO THE DRAWING BOARD!11:37 PM - Notions of sleep abandoned for now, just came up with a fun idea that I want to prototype.11:47 PM - Got something good going here I think. Now to put together an engine!12:00 AM - Alright, that's enough for tonight. Got a basic engine working; I'm hoping nobody else had the same idea as me. See you tomorrow!10:49 AM - Woke up, showered, ate breakfast, got to work on my new idea. Got smooth wall collisions in, currently struggling with AI pathfinding. CURSE YOU AI ;-;11:39 AM - Citizen pathfinding sort of done, working on player-citizen interaction12:58 PM - Got some tiles in, working on algorithms for likelihood of someone choosing to follow you.1:36 PM - More tiling, basic text engine and beginnings of monster form. Have another screenshot!

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2:35 PM - Finished text engine, working on algorithms and leveling. Going to do some tiling now.3:15 PM - Most of the city is now finished, working on moving AI and Police now.4:12 PM - Finished some AI paths through the city, now it's off to my REAL ( ;-; ) job until 9. Seeya then!10:55 PM - Done work, kind of tired and team isn't online. I'm most likely done for the night. With a little luck we'll get the game finished tomorrow!9:19 AM - Woke up, gotta go to work again (aaargh) and hopefully when I come back some of the art will be finished and I can add in the last remaining systems. Hopefully.2:53 PM - Back from work, ate lunch, and ready to spend some time attempting to finish up this game! (or at least make it not-crap)3:04 PM - Finished Player animations/sprites. I've got AI to finish, night/day cycle, police, and better skills to finish before the day is done. I CAN DO IT! I'll upload a new screenshot soon.4:09 PM - Finished police and 1/3 skills. Next up, skills and AI!4:44 PM - Finished all skills, AI is next. Hope I can get this working, otherwise I'm screwed.5:29 PM - AI is almost done but causing problems in one regard, I'll have it fixed within half an hour (probably)5:35 PM - Kind of copped-out of a proper solution, but that's the name of the jam. At any rate, the issue is fixed!5:54 PM - Added EXP orbs at night time to encourage exploration7:09 PM - Finished police patrols, went to eat dinner. Back in action now, working on NPC and maybe orb spawners.8:20 PM - Finished up most of what was needed to make the game presentable. All that's left for me is a couple art assets, sound, a menu and a tutorial. If I have time left, I'll do some visual effects. We're on the home stretch :D9:08 PM - Sound is finished (sucks, but WHATEVER), Menu is decent, game is functional, tutorial/credits have been written... I'm pretty much finished unless I feel like adding some little effects/story. We'll see.10:28 PM - Added proper buttons and a title card, as well as an intro and game over. Gonna look over the game at school tomorrow and fix any last minute issues/add some nice effects.11:06 PM - Heading to bed now; it's been a long day. Good luck in the final hours of the jam everyone!

Save UsLots o' symbolism!Download Here - around 10mbNot sure if finished, but can't be bothered; lost around 6 pounds and haven't showered for three days :/Don't use the arrow keys, it's a bug. You should only ever use W to move, the ASD buttons will only make it harder. Get a lot of credits, you'll need it to upgrade your speed, so you can out run Shredders.Oh, and that difficult level; just keep trying, it'll be worth it, I think.Oh, also, play with sound on! I spend a lot of time on music and soundfx, I would really appreciate it if you took it in as part of the experience :DI hope that the use of the theme facade is fairly obvious

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Day 2:

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Yay! Music and sound fx, had loads of fun crushing apples and saying ARGH! for monsters. I've made the music very ominous. Demo soon maybe.

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Oh, the irony!Took a while to rig and animate the creepy dude. Hit animation still looks awkward, wish GmOgre had worked for me.

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Just spend a good half hour rigging, animating and importing a sheep like critter. Rendering it from 8 angles was a pain.Worked a bit on the message system to guide the story along.

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Core mechanics are done. Now I just need to make the flow of the game, incorporate the story, make the music and the worst part: the visual stuff Don't know If I'll make it; my girl will be home tomorrow and I have a guest coming monday.I really wanna finish this though.

Day 1:

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I haven't been doing anything today. I couldn't figure out how my game should play, and I had a lot of trouble getting GmOgre to work, so I decided not to use it. I wish I was allowed to use Unity or Visual Studio instead :/I asked a friend if he had any ideas, and he did! So I just started making my game. The sheep are (probably) placeholders

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I started off coding some concept stuff for the end scene. It's always a good idea to start off making the ending of a story I have the entire story in my head, but I don't have any ideas for game mechanics.I think I'll call it Save Us or something to that effect.Well, it's 2 AM in my country, so I'm off to sleep, good luck everyone!

Day 3/4:33 pmFINISHEDjust need name, will upload once doneDay 3/3:48 pmFinished the game! just need to get the one bug out(it will take a while). Need a title and logo. Also, how come i'm at the top of page two?(Drop outs i guess)Demoattention:once you transform your character(mouse-wheel)you won't see the change until you move(will fix)

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Day 3/1:22 amMenu is done and and a small tutorial. Added some sound effects. Lots of bugs.

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Day 2/6:15 pm

Updated Graphics(will have black outline when done)

Changed Mood(now medievil)

Made AI

Better Shifting

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Day 2/9:30 amOLD Democontrols:mouse wheel to change aura. some people can only be approached with their colour(shirt color)

4:00pm PST -- Theme announced. Had to run around doing errends, couldn't start.

5:30pm PST -- Found this thread, decided to enter the competition. Haven't got much of an idea yet, and won't be able to start development until later tonight.

10:56pm PST -- The gig is done. I'm pleasantly buzzed, and I'm deciding it's got to be a western shooter of some sort. More later. Probably tomorrow when I wake up.

01/28/12

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2:51am PST -- I have some great ideas for a side scroller. I think zombies may be involved, but I'm past my prime tonight so tomorrow might shed some clearer light on the matter.

12:56 pm PST -- I'm awake. That's about it. Got the coffee going. Headache is subsiding. Time to open GM and GIMP and see if I can make a miracle happen.

5:13 pm PST -- Started the engine. Never made platform/sidescroller before. Must do research. Made hero and ground placeholders.

11:10pm PST -- For crying out loud. I am a novice novice. I had to look up and copy the dang way to make the dang thing jump! #@*! I'm getting nowhere fast. At least I can move on...

01/29/12

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4:30am PST -- I must be crazy. Anyway, finally have my first screenie. Basic movement "done". MSPainted and gimped a building -- not sure about scale yet. Stole and gimped a sunset. Very tired now. Gotta make bad guys tomorrow.

Screenie #1

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4:30am PST --

Our hero, "BootHat".

4:17pm PST -- I've done a lot more art with making some bad guys. Turned out well. Now must make bad guy AI.

5:47pm PST -- Bad guys added, still need to code them. Sprited a pistol and eyes for the hero. Almost dinnertime.

10:59pm PST -- I do not know GML. I do not know it. No, not very well.

01/30/12

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7:21am PST -- Pulled an all-nighter. GML help file is my best friend. Made bullets and coded firing mechanisms for both hero and enemy. Screwed around with health bars and decided they didn't work. Made my own HitPoint system. Enemy AI and hit points still being coded -- 30% done. I better make some coffee.

3:52pm PST --- I didn't finish, but it's playable. Meh. If I could've worked more on it the first night, I probably would've had it! Oh well, it was fun. Hope you enjoy it.

NOTE: I wasn't able to put a win/lose screen because I ran out of time. If, or actually, when you kill Bad Bart, you win.(At least that's how you win in this version. The game will be re-released with more plot and polish after voting ends.)

You are BAKLUSH THE DEMON!You are the weakestmost powerful demon alive!You feed off the souls of mortalslesser demons! You are scarednot afraid of the exorcist!You are redundantawesome!

DEVBLOG:

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DONE! AI - finishedGraphics - AwesomeOnline Highscores - ...All I have to say is that I hope I win. Vote for me

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AI finished! Attacking is finished, as well as seperate social classes. Added wait to morphing and a excorcist. This game should be fun once the map is finished. Oh, and the menu. Must finish that as well.It's time to sleep.

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Killing Politicians. I can tell everyone wants to play this game.

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AI is half-working, numerous tiles are added, and the world is *still* taking shape. Oh well, there will only be one level anyway.

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The world is beginning to take shape. Right now my brother is slaving away over AI for this, and I am creating all the art assets. Should be awesome.

I've managed to get most of my core programming done. I still have many graphics to model. Everything is going super well. I am a little worried though that I may have shot too short on game play. We'll have to see what I can add to spice it up.Ate ice cream

It's 1:20 AM here, so I'm off to bed. I'm quite happy with my progress thus far. Programming always goes super fast for me. I managed to put together an intro video to my game, so if I don't complete my game, atleast you can watch a video.

Woke up at 11:00 AM, made coffee, and am now ready to punch out some awesome gaming elements. The engine for my game is pretty much done now. I have to add a health meter graphic, button graphics for the main menu, check-box graphics, random-game-elements-I-haven't-though-of-yet graphic, etc. now.

Programmed more stuffBalanced increasing difficultyPlayed it because I can

SleptShoweredAte breakfastMade sound effectsRealized that I have 24 more hours than I thought...Decided to toss those out of the window as I can't use them anyway: school must happenFinalizedMade more voicesFinalized again

False, based on the Jam theme of Facade, is a puzzle-platformer., in where the level changes in real-time. Only by freezing time itself can you avoid the hazards that lay ahead. Do you think you can solve the handful of tricky puzzles this game offers? Go ahead and try.

FACADE is a game that combines the idea of facade as a building and facade as goverment propoganda.

Choose wisely--will you arrest the protesters who are scribbling graffiti on your building? Publish a news story that favours the goverment? Deny the allegations and launch a smear campaign against your detractors? Or maybe you'll plant a few fake people in the crowd to spread goodwill and chant pro-goverment slogans.

The mayor of Yoyoville, Nocturne has been kill by the Mafia! You're his replacement you should probably deal with, before they kill you too! However they have blended themselves with a group of innocents. It's now your duty to pick them out.

Development log: (all times are in GMT+11/AEDT)

Saturday 2:59pm -Today I got up just before 11am, which was the start of the jam. I popped on the GMC irc channel and decided that my entry would be theme related (as opposed to my previousentries in past jams). Once the theme was announced, I spent roughly a hour formulating ideas. Most of them were based on a character(s), which had an almost god-like image, but inside were much like the rest of us. A super hero who's actually just a jerk would be an example of this. In the end, I decided not to follow this path. Instead, I chose something completely different. I won't be saying much about it now. Maybe the next update. In the three or so hours since the theme was released, I've spent most of my time; making some sprites, designing the user interface and some light programming. Finally here is a screenshot of a sprite, which will be in my entry.

Sunday 11:38am -Yet again I just woke up. I was going to write this last night, however the GMC was down. Before that, I had to go to work. That alone stole a chuck of programming time. However whilst working, I did think about how some of the main components will work in my entry. Most importantly, I also spent some time thinking about why I am making this. For me, it's not to win (that would be nice), but rather to improve. That my two cents. After work, I did try to get some work done, but since I was already tired; not much got done.

Sunday 2:19pm -Huzzah! The main engine is done. So it's about time I explain my entry. It's similar to the party game Mafia, except you're the one who has to figure out who's in the mafia. This goes well with the theme well, since the mafia are trying to maintain an appearance that looks innocent. I've supplied a screenshot of my work thus far. However it's obvious that the people don't make much sense. I plan to spend much of the remaining time just on this alone. This is because without good conversation between in-game characters then, the game is ultimately going to fail.

Sunday 6:53pm -Since my last log entry, I've been ironing out some bugs that I had overlooked before and added victory conditions. These took longer than I hoped. In any cases, it was only a matter of using the incorrect variables. In any case, I was able to add the framework for the conversation system. The people are now able to react to deaths. I personally laugh to myself whenever I see; "Nocturne has fallen and the world is up for grabs!"

Sunday 11:14pm -The time spent on my framework has really paid off. I've now very easy to add more conversations to the system. I've added another screenshot that shows what I've done. People are now about to start conversations and others can respond. Sometimes, someone will say one liners, one of which at the moment breaks the forth wall. It's interesting to note that everyone can make the same responses, there are cases when mafia are more likely to say something than the innocents and vice versa.

Monday 1:19pm -Most of the time (minus sleep) since my last entry has been spent making a really derpy intro and the main menu. Therefore, there isn't much to report. The only other interesting thing that happened was that a few guys came up with some name ideas for my entry; I settled on "Mystery Men." With that said, within the last 12 to 15 hours I have developed a few doubts about my entry. I'm not very hopeful that it to go well against other entries. On the other hand, even a single vote would make this entry more of a success then my last one.

Monday 5:22pm -As with my previous jam entries the last day has always been full of testing. This is true with this entry as well. However I have been able to add a few more features. The police is the biggest example. More dialogue would be another. I'm at the stage where the game is releasable at any point. However I want to add more to it. It doesn't feel right to me that some parts seem half finished.

@RedOctober: Are you going to release your games' source?

If it is successful and enough people ask then I would.

Monday 11:25pm -Release time! I finally got bored of constant testing. It will be interesting seeing the feedback.

A platform puzzler in which just find the truth about you father with the help of your "conscious". Although, your conscious has a dark secret under his mask. Things seem to appear different from far away...

Description:A delivery man goes about his normal, everyday business of delivering packages when the unexpected happens. With every game unique, you will soon begin to realize that everything is not what it seems.

You run a intelligence agency, sending agents all over the globe. From the map, it's a strategic type interface, switching to Metal-Slug inspired platforming shoot 'em up for the missions. You've got to gather intel, train your agents, complete missions and take down some of the biggest militant groups in the world.

Plenty of scope, plenty of space for me to take on too much and fail - just how I like it!

Name: masked awesomeness theme: facadedescription:game where there is only one person who can restore happieness to the world... Mr. Awesome, the goverment have banned happieness. you need to get to the machine which can restore happieness again!finished the game! screenies:download:http://www.mediafire...nbd47s16cb2yo4c

devlog:

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[8:00]sprites and basic edits to template[19:05] basis of the game done, sprites nearly done all[20:13] enemies added and more modes[21:49]healthbar done and started score mechanism[08:49]added room text[11:01] done loads, added more enimeies, gore, more levels and added more tiles[12:15] started making menu and logo[18:03]adding finishing touches and the final level (after BOSS)[20:20]adding music, sfx and a few more enemies[21:58]final test

Fake DateDownload!(don't read inside the spoiler unless you want most of the story spoiled!...kinda.)

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You are Jennifer, a robotics specialist who lives in the city. One day she bumps into an ugly fat man who gains a huge crush on her soon after and then gives her his number. When talking with her co-workers, she discovers that this ugly fat man is the depressed CEO of a powerful local corporation and that he's been talking about suicide a lot. This wouldn't be good at this particular moment due to his second in command wanting to take over as soon as possible so that she can rule the city in the most corrupt way possible. So Jennifer hatches a plan to get the CEO to transfer most of the shares to a very trustworthy man that she knows. Unfortunately, it will take him a while to get here. Meanwhile, the ugly fat CEO is planning on ending it on that very night so she has to go on a date with him so that he at least stays alive long enough to complete the business transaction. Since she isn't really interested in dating him, she dresses up her ultra-realistic remote-control android that she designed to look just like herself. Also, while she's slightly occupied with controlling her android, she also has to get her guest room ready for the businessman so that he has a place to stay for the night. And that means removing all eleven cats from your house for the night.

This will be mostly in a visual novel style with some minigames tossed in when needed. I already have the framework for the driving and the karaoke maze shooter minigame. So far I do not have any of the dialogue actually written. The story needs some kinks worked out and I need to design the looks of the fat and ugly CEO (who I plan on sort-of resembling the forever alone face), the trustworthy businessman, the sinister second-in-command, and the hired mob goons. Here's some pictures of my progress so far:

Name: BairDescription: You are flying in a balloon and you see lots of blue blobs on the ground, but when you come closer, you discover that they are actually disguised bombs. Luckily you have your mana bombs with you.Progress: Finished Images:

The goal of the game is to climb the 1000m high CONTRA-tower, owned by your rival company to find out what they're doing. Game features progressively harder enemies the higher you climb, more than two DOZENS of power-ups and a boss in the end.

Okay, I'm finished. The graphics are all over the place and I would have liked to add a few more enemies but this is all I have time for.

BoximusI went for a platform game this time as my last game aimed a little too big, not to mention a load of work in the spriting department.The games not meant to make much sense either, just random elements thrown in and it's working pretty well!========================Story Introduction========================One day a terrible evil drew down on the town of Boxville, but the unexpected happened.As the evil was about to claim victory, one Boxmus stood up against all odds and vanquished the evil once and for all.The hero forged that day is known as Boximus.

However, the only witness to Boximus' victory is Boximus himself. But really, Boximus never saved the day at all. He was merely minding his own business that day until the evil was slain by a mysterious hero. The true hero vanished along with the evil and thus Boximus became the new hero.

Now the evil has returned and the people of Boxville have called upon Boximus to save them. Under Boximus' hero facade, can he save the land 'once more'?

Our top scientists have just finished working on our newest, innovative, ground-breaking product ever!

A remotely controlled killer T-cell.

This product will revolutionize the way medicine is practiced,

and will provide a way for an infection of virtually any strain of virus to be cured.

You will be going through a number of training exercises to learn how to use this new product....

So here's the dev log:

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Sat. 11:00am US CST...

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After eating breakfast, I rushed to the computer to discover what the GameJam theme was... 'drumroll'

Facade. Wow.

I didn't even really know what that meant.

I stared blankly at my screen for about five minutes, wondering how in the world I was going to turn this small word into a full fledged action adventure $50 blockbuster title with flying pigs as the main characters. Suddenly, my Win. 7 bubbles screen saver kicked in. As my eyes suddenly focused on the bouncing spheres in front of me, and at the same time I happened to remember something from biology class. the lightbulb dawned. 'dingggg!' ... I grabbed pencil and paper and began to jot down ideas as fast as they flooded into my gray matter....

First few notes...And A Prototype Screenshot: Well, to work to work.....

Sat. 5:00pm US CST...(after a hard days work)

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Whew... That was a lot of programming, painting, copying, pasting, etc. But at least it was fun and worth it ! Here's some final screenshots of today's work: Screenshot 01:

Looks nice dont it!

This will be my last Edit for the night... More in the morning...

Sun. 2:00pm US CST...

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Okiedokie... Ate lunch and I am ready to add more functionality to the game.

Working on:

- UI sprites and coding. (started 2:34)

- Made a mini-map (3:15)

- Changed the behavior of the level generator to be more realistic (ie. eaiser :D and more playable levels ). (4:36)

- Working on Menu (5:47)

-Closing shop for the day. Got some good work done on Cellz. (look at the latest screenshot for what i've done so far for how the game currently looks.)

Tomorrow, I hope to add all the nessecary levels, plus polish, finish, and upload the game for everybody to play!!

Mon. 3:00pm US CST...

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Working on:

- Finished UI ( 3:34)

- Made Levels(4:15)

- Changed some object code(4:36)

- Built and published(5:30)

- All done! whew.

It was worth it!

Can't wait to see the results of the competition!!

Edit: The post-Jam comments topic for 'Cellz' is located here. Feel free to post comments or ask questions about the game and describe your playing experience.

Some valuable trinkets of a tribe shaman has been stolen and you must go between Villages and sort through the Villagers and find who has his trinkets! They wont give this information easily some will have to be bribed with money, food, and dazzling items. Others may require Voodoo magic to get them to tell who has the missing trinkets. Many villagers hide behind masks as to shroud there true nature making it more difficult for you to know who has the trinkets and more costly to find out, can you do it with a limit of items and money?

Day 1 & early 2

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Day one for me started at 6 pm so the next 6 hours was brainstorming idea's, Day 2 began with sprinting and coding work, ending with a very rough but playable demo with the very basics of the engine. Tomorrow will be implementing a small item system and fleshing out a menu and small campaign story, hopefully. All the while trying to come up with a title. I have a working demo and it will be posted on day 2 along with a WiP topic hopefully with a title by then!

Day 2

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Day 2 started with beginning the item system, and making it work before the end of the day. I managed to get alot of things completed today, from item system to having nearly every other system started and basically ready for implementing. I'm spending to much time on graphics but I need to get a collection of masks complete so the collection feature will at least be present before the end of the comp. I don't think I'll have time to put in all the story features so for now it'll have to play as it does mostly now and after the comp I will take the time to add the story feature in properly.

End of Day2--Start of day 3: I have got masks working only 5 atm but some variety. Much more groundwork has been done to make finishings the last few important features that much easier but now I sleep xD.

Day 3

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Today was a refinement of code and checking scripts for errors and condensing useless code. Some time was spent adjusting a few sprites, a unique feature for an item was roughly added in and more updates to current systems as I came across bugs. I have decided to stop 3-2 hours before the end of the Jam...because I need some bug testing time and well....help me out QUICKLY!! I LOST TRACK OF TIME! thank you Good luck to everyone else and thanks for looking at / playing my game

Have other important stuff to do so don't know if ill be able to finish but so far I've resprited my platform engine. :D

Story: You wife wants new shoes. You love your wife so you take your hard earned gold ingot to the shoe store to get her shoes. People like gold ingots so you have to throw a gold ingot in their face and kill them before they steal your gold ingot. A gold ingot is not enough for shoes so you need to collect 5 gold coins too. Get the shoes to your wife before she goes apesh*t.BTW you love your wifeNEW UPDATE! LEVELS! BUG FIXES! GAMEPLAY CHANGES! & MUCH MUCH MORE!

PolyWorld is a game that was created by me for this Jam (obviously) and was made for fun and I enjoyed every minute of it! The aim of the game...well that is a surprise . Well i will give a few things away...YES THE GAME IS MADE UP OF MOSTLY POLYGONS (squares to be precise) as you would guess. The game does in fact follow the theme of this Jam "Facade" and to completely understand how it does you must first complete the story.

Wanted - Dog not Alive(Clicky.)is an action filled adventure where the player must destroy dogs by clicking on them. But beware! The dogs have attempted to hide from the forces of good. Uncover what's behind this facade and find the truth. And the highscore! Instructions in game.

Corrupted by a facade of health, wealth and society, you are out to assassinate the figments of your imagination! You are a victim of...

In Hallucinogun, you play as a man whose seeming style, class and intelligence unfortunately masks insane innards. Everything's an enemy to you, even the powerups! So you take your grandfather's shotgun and go and shoot at things!

The game is a weird first-person shooter, arena-based. It has a development time of around eight hours in total. Avoid contact with the heart beams and the beautiful balls - they will hurt you! And for the love of life, don't touch the health, ammo and money pickups either! More hurt!

ControlsWASD: MoveLeft Click: ShootRight Click: Reload (only works when clip is empty - see around the reticle)

DetailsMade In: GameMaker Studio 1.0 Alpha (nb: there was no benefit to this over 8.1/HTML5 for this game, I just use Studio out of habit)Download Size: 6.27MBVersion: 1.0 (January 29th 2012)

I'd like to enter this game. I made this yesterday in about six hours. It is a difficult exploration-and-dialogue-driven platform game with some trippy elements inspired by the "facade" theme (and also by some older GM games like "An Untitled Story" and some of the fantastic work put out by cactus). Completion *is* possible and will result in one of two possible endings. As usual, press F1 for game information. If you are hopelessly stuck, PM me, and I can give you a clue.

I must say I love the entries this theme has produced so far. Good luck, everyone.

I'd like to submit the game i worked on today, it's based on the popular Tower Defense mode combined with the most intriguing Pokemon ever -Eevee... it's up to you to decide if this entry fits in the Facade theme:)Anyway, I hope you like it and it's been fun making it in ~5-6 hours.